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Old 02-05-08, 09:16 PM   #211
LukeFF
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Quote:
Originally Posted by swdw
Since this is a reality mod, the problems are set to be like the real skippers ran into, so no, we won't be toning it down. However, the default depth has been adjusted to the historical value of 10 ft for the upcoming release.
Everyone can also send their hate mail to me, since I authored this new torpedo mod. :p If you think the Mark 14s were bad before, you haven't seen anything yet.
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Old 02-05-08, 09:22 PM   #212
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by swdw
Since this is a reality mod, the problems are set to be like the real skippers ran into, so no, we won't be toning it down. However, the default depth has been adjusted to the historical value of 10 ft for the upcoming release.
Everyone can also send their hate mail to me, since I authored this new torpedo mod. :p If you think the Mark 14s were bad before, you haven't seen anything yet.
Hehe....Luke is right, your frustrated now, wait until you really feel how the captains did going head to head with inferior torps . Again, this is from historical data so keep the hate mail to Luke as nice as possible

Really men, RFB is coming along just nicely . I fooled with some new files tonight that are great
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Old 02-05-08, 09:28 PM   #213
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Quote:
Originally Posted by LukeFF
Everyone can also send their hate mail to me, since I authored this new torpedo mod. :p If you think the Mark 14s were bad before, you haven't seen anything yet.
This is so true!! Attack after attack...and I have no "bags" yet.

This is torpedo mod is FUN!! Seriously!!
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Old 02-05-08, 09:38 PM   #214
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Quote:
Originally Posted by Donner
This is torpedo mod is FUN!! Seriously!!
Glad someone out there likes it!

For those who are wondering what changes are coming, here they are:

-Mark 14/23:
  • Torpedoes will run anywhere from 8-15 feet below set depth, each and every time, up until August 1942.
  • Dud failures with a chance as high as 70 percent up to the end of September 1943. This is also the time when the magnetic detonator will become disabled.
-Mark 10:
  • Torpedoes will run 4 feet deeper than set depth for the entire war.
-Mark 27:
  • 100 yard-run before the torpedo will start to search out a target.
Edit: Had Mark 14 instead of Mark 10 as running 4 feet deeper for duration.--Donner
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Last edited by Donner; 02-05-08 at 10:35 PM.
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Old 02-05-08, 09:49 PM   #215
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Hehe....welcome to how it really was.
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Old 02-05-08, 10:08 PM   #216
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Quote:
Originally Posted by swdw
Quote:
Originally Posted by Erik the Black
Love RFB. It is excellent and has really made for an enjoyable experience.

I do have one issue though, and I did notice it was part of the mod. Torpedo running depths. Yes, I know it was stated that it's been coded that way, and a possibility exists for this sort of thing to occur based on torpedo type. I think this is wonderful, but that was before my first mission with RFB 1.4.

Half my Mark 14's ran too deep, even after setting depth to 3m. Three attack runs on three separate targets were pretty much blown when my torpedos sailed right under the ships. On one instance, I ran up against a Sea Plane Tender. Thinking the draft of that sucker was deep enough, I left my torpedos on the 5m default. Launched 4 from 6000m. All 4 were dead on, and I watched in horror as all 4 sailed directly under the Tender. I then spent the next hour evading sub chasers, and all for nothing.

I'm all for this modification to torpedo running depths, but there is a possibility to tune it down a little, or have the option to take it out completely? Is that something I can do with an ini modification?

Thanks,
EB
You need to read this:
http://www.ibiblio.org/hyperwar/USN/...d/BuOrd-6.html

Since this is a reality mod, the problems are set to be like the real skippers ran into, so no, we won't be toning it down. However, the default depth has been adjusted to the historical value of 10 ft for the upcoming release.

You can always replace the torpdoes_US.sim file with the one from TM if you want less realistic torpedoes, but not arcade versions.

It takes a slightly masochistic person to enjoy the torpedo mod in RFB
Oh, yes make it hurt! So good...in fact if you are following orders you should be setting the running depth per the manual plus 10-15 feet below the keel for the magnetic influence.

Hey, 1943 isn't that far off .... is it! It's all good!
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Old 02-06-08, 12:46 AM   #217
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We'd like to welcome our newest member, Gremlin, who transfered over from the Bureau of Ordnance's bomb testing division.


He seems to know what he's doing, so we've let him handle the Mark 14 development project
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Old 02-06-08, 01:11 AM   #218
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I've been wishing the SH3 torpedoes had the historic failure rates and problems. Now I see this...

I think I'm in love.
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Old 02-06-08, 08:33 AM   #219
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Quote:
Originally Posted by swdw
We'd like to welcome our newest member who transfered over from the Bureau of Ordnance's bomb testing division.


He seems to know what he's doing, so we've let him handle the Mark 14 development project



:rotfl::rotfl:
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Old 02-08-08, 12:22 PM   #220
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So were magnetic detonators removed then in 1943?

BTW will this be compatible with NSM? It has special requirements for the magnetic influence range...
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Old 02-09-08, 09:16 PM   #221
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I'm runing out of places to ask, but here goes. Does anyone in the RFB team, understand how the Airstrike.cfg allows the "Night Modifier" to determine when "Night" actually is? Clearly the game has the ablilty to pull the clock (or something as basic as a day/night changeover 1/0 or 0/1) time to determine when this line is active.

I guess the answer is in the 'Airstrike.cfg' file somwhere.... (but maybe or more likely, the resource is initiated somehwere else, then the airstrike.cfg is called into action with the information already in play)

Any ideas here?
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Old 02-10-08, 03:10 AM   #222
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We haven't looked into the airstrikes yet. Your best resource would be tater and anyone that wrote an old mod dealing with airstrikes.
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Old 02-10-08, 10:52 PM   #223
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Default ETA on the new RFB

Without sounding like an impatient kid waiting for Christmas, would it be possible to inquire about the release date for the newest version of RFB. I read all the stuff on the thread about all the new features, and I almost can't wait to try it.

Respectfully Submitted;
CDR Resser
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Old 02-11-08, 12:23 AM   #224
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Quote:
Originally Posted by fireship4
So were magnetic detonators removed then in 1943?

BTW will this be compatible with NSM? It has special requirements for the magnetic influence range...
1. Yes, they were. The order was given on July 24, 1943 by SubPac to deactivate the magnetic exploders from the Mark 14s. However, in Australia, the magnetic exploder (officially) remained in use until the spring of 1944, because their commander, Admiral Christie, had been a key player in the exploder's development and was very slow to let it go. In RFB it will "deactivate" at the end of September 1943, due to the way the file is configured (and since it was still partially in use).

2. Yes, it will be compatible with NSM.
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Old 02-11-08, 08:46 AM   #225
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Quote:
Originally Posted by CDR Resser
Without sounding like an impatient kid waiting for Christmas, would it be possible to inquire about the release date for the newest version of RFB. I read all the stuff on the thread about all the new features, and I almost can't wait to try it.

Respectfully Submitted;
CDR Resser
Working on it- the sub draft and dive rate mod took more time than expected. LukeFF had some changes he was working on that needed to be completed first, Cap'n Scurvy had an update for his SCAF that needed to be rolled in.

Ducimus is providing me with a tugboat he did that stops the CTD's caused by the current model (totally new nodel, not a clone).

Of course we have to draw a line and say anything after this point goes into the next release, but these changes were some key changes that we had targeted for the next release.

Please be patient, target date is a couple of weeks, but real life can interfere at times.
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